1.
Video game
–
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor. The word video in video game referred to a raster display device. Some theorists categorize video games as an art form, but this designation is controversial, the electronic systems used to play video games are known as platforms, examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld computing devices, the input device used for games, the game controller, varies across platforms. Common controllers include gamepads, joysticks, mouse devices, keyboards, the touchscreens of mobile devices, and buttons, or even, with the Kinect sensor, a persons hands and body. Players typically view the game on a screen or television or computer monitor, or sometimes on virtual reality head-mounted display goggles. There are often game sound effects, music and, in the 2010s, some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the game industry is of increasing commercial importance, with growth driven particularly by the emerging Asian markets and mobile games. As of 2015, video games generated sales of USD74 billion annually worldwide, early games used interactive electronic devices with various display formats. The earliest example is from 1947—a Cathode ray tube Amusement Device was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U. S. Written by MIT students Martin Graetz, Steve Russell, and Wayne Wiitanens on a DEC PDP-1 computer in 1961, and the hit ping pong-style Pong, used the DEC PDP-1s vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold and it used a black-and-white television for its display, and the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green, Computer Space was followed in 1972 by the Magnavox Odyssey, the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the Brown Box and these were followed by two versions of Ataris Pong, an arcade version in 1972 and a home version in 1975 that dramatically increased video game popularity. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants, and convenience stores. The game also became the subject of articles and stories on television and in newspapers and magazines. Space Invaders was soon licensed for the Atari VCS, becoming the first killer app, the term platform refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term system is commonly used

2.
Arcade game
–
An arcade game or coin-op is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are games, pinball machines, electro-mechanical games. While exact dates are debated, the age of arcade video games is usually defined as a period beginning sometime in the late 1970s. The old Midways of 1920s-era amusement parks provided the inspiration and atmosphere for later arcade games, in the 1930s the first coin-operated pinball machines emerged. These early amusement machines differed from their later electronic cousins in that they were made of wood and they lacked plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring-readouts. By around 1977 most pinball machines in production switched to using solid-state electronics both for operation and for scoring, another Sega 1969 release, Missile, a shooter and vehicle-combat simulation, featured electronic sound and a moving film strip to represent the targets on a projection screen. In 1970 Midway released the game in North America as S. A. M. I, in the course of the 1970s, following the release of Pong in 1972, electronic video-games gradually replaced electro-mechanical arcade games. In 1972, Sega released a game called Killer Shark. In 1974, Nintendo released Wild Gunman, a shooter that used full-motion video-projection from 16 mm film to display live-action cowboy opponents on the screen. The 1978 video game Space Invaders, however, dealt a yet more powerful blow to the popularity of electro-mechanical games, in 1971 students at Stanford University set up the Galaxy Game, a coin-operated version of the Spacewar video game. This ranks as the earliest known instance of a video game. Later in the year, Nolan Bushnell created the first mass-manufactured game, Computer Space. In 1972, Atari was formed by Nolan Bushnell and Ted Dabney, Atari essentially created the coin-operated video game industry with the game Pong, the first successful electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market, taitos Space Invaders, in 1978, proved to be the first blockbuster arcade video game. Its success marked the beginning of the age of arcade video games. Space Invaders, Galaxian, Pac-Man, Battlezone, Defender, by 1981, the arcade video game industry was worth $8 billion. By the late 1980s, the video game craze was beginning to fade due to advances in home video game console technology. By 1991, US arcade video game revenues had fallen to $2.1 billion, the pseudo-3D sprite/tile scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s

3.
Video game console
–
A video game console is an electronic, digital or computer device that outputs a video signal or visual image to display a video game that one or more people can play. The term video game console is used to distinguish a console machine primarily designed for consumers to use for playing video games. An arcade machine consists of a video game computer, display, game controller, a home computer is a personal computer designed for home use for a variety of purposes, such as bookkeeping, accessing the Internet and playing video games. There are various types of game consoles, including home video game consoles, handheld game consoles, microconsoles. Although Ralph Baer had built working game consoles by 1966, it was nearly a decade before the Pong game made them commonplace in regular peoples living rooms. Through evolution over the 1990s and 2000s, game consoles have expanded to additional functions such as CD players, DVD players, Blu-ray disc players, web browsers, set-top boxes. The first video appeared in the 1960s. They were played on massive computers connected to vector displays, not analog televisions, Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of game console designs. In 1972, Magnavox released the Magnavox Odyssey, the first home game console which could be connected to a TV set. Magnavox replaced the switch design with separate cartridges for each game, by autumn 1975, Magnavox, bowing to the popularity of Pong, cancelled the Odyssey and released a scaled-down version that played only Pong and hockey, the Odyssey 100. A second, higher end console, the Odyssey 200, was released with the 100 and added on-screen scoring, up to four players, almost simultaneously released with Ataris own home Pong console through Sears, these consoles jump-started the consumer market. All three of the new consoles used simpler designs than the original Odyssey did with no board game pieces or extra cartridges, in the years that followed, the market saw many companies rushing similar consoles to market. Most of the consoles from this era were dedicated consoles playing only the games came with the console. These video game consoles were often just called video games, because there was reason to distinguish the two yet. While a few companies like Atari, Magnavox, and newcomer Coleco pushed the envelope, Fairchild released the Fairchild Video Entertainment System in 1976. The VES, however, contained a programmable microprocessor so its cartridges only needed a single ROM chip to store microprocessor instructions, RCA and Atari soon released their own cartridge-based consoles, the RCA Studio II and the Atari 2600, respectively. The first handheld console with interchangeable cartridges was the Microvision designed by Smith Engineering

4.
Home video game console
–
A home video game console or simply home console is a video game device that is primarily used for home gamers, as opposed to in arcades or some other commercial establishment. Below is a timeline of each generation with the top three home video consoles of each based on worldwide sales. For a complete list of video consoles released in each generation please see the respective article of each generation. Legend – Unit with the highest sales of its generation, – Unit with the second highest sales of its generation. – Unit with the third highest sales of its generation, – Manufacturer released a home video console during this generation but did not sell the most units. – – Manufacturer didnt release a video game console during this generation. † – Indicates the current generation consoles on the market, although the first video games appeared in the 1950s, they were played on massive computers connected to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a video game in 1951. In the late 1960s while working for Sanders Associates he created a series of game console designs. In 1972 Magnavox released the Magnavox Odyssey, the first home game console which could be connected to a TV set. Magnavox replaced the switch design with separate cartridges for each game, by autumn 1975, Magnavox, bowing to the popularity of Pong, cancelled the Odyssey and released a scaled-down version that played only Pong and hockey, the Odyssey 100. A second, higher end console, the Odyssey 200, was released with the 100 and added on-screen scoring, up to four players, almost simultaneously released with Ataris own home Pong console through Sears, these consoles jump-started the consumer market. All three of the new consoles used simpler designs than the original Odyssey with no board game pieces or extra cartridges, in the years that followed, the market saw many companies rushing similar consoles to market. Most of the consoles from this era were dedicated consoles playing the games that came with the console. These video game consoles were often just called video games, because there was reason to distinguish the two yet. While a few companies like Atari, Magnavox, and newcomer Coleco pushed the envelope, Fairchild released the Fairchild Video Entertainment System in 1976. The VES, however, contained a programmable microprocessor so its cartridges only needed a single ROM chip to store microprocessor instructions, RCA and Atari soon released their own cartridge-based consoles, the RCA Studio II and the Atari 2600, respectively. Both Bally and Magnavox also brought their own programmable cartridge-based consoles to the market, however, it was not until Atari released a conversion of the golden age arcade hit Space Invaders in 1980 for the Atari 2600 that the home console industry took off

5.
Audio game
–
An audio game is an electronic game played on a device such as a personal computer. It is similar to a game save that there is audible and tactile feedback. Audio games originally started out as blind accessible-games and were developed mostly by amateurs, but more and more people are showing interest in audio games, ranging from sound artists, game accessibility researchers, mobile game developers and mainstream video gamers. Most audio games run on a computer platform, although there are a few audio games for handhelds. Audio games feature the same variety of genres as video games, such as games, racing games. The term electronic game is understood as a synonym for the narrower concept of the video game. This is understandable as both games and video games have developed in parallel and the game market has always had a strong bias toward the visual. The first electronic game, in fact, is cited to be Cathode-Ray Tube Amusement Device a decidedly visual game. Atari released the first audio game, Touch Me, in 1974, housed in an arcade cabinet, Touch Me featured a series of lights which would flash with an accompanying tone. Although the game featured both a visual and a component, the disconnect between the two enabled both the seeing and the visually impaired to equally enjoy the game. Based on the popularity of Touch Me, in 1978 Milton Bradley Company released an audio game entitled Simon at Studio 54 in New York City. Simon became an immediate success eventually becoming a pop culture symbol of the 1980s, in the decades following the release of Simon, numerous clones and variations were produced including Merlin among others. Beginning in 1996, Milton Bradley and a number of other producers released the handheld Bop It which featured a concept of a growing series of commands designed to test eidetic memory. Two years later, its product called Brain Shift was released which featured a stick shift for game input. Before graphical operating systems like Windows, most home computers used text-based operating systems such as DOS, being text-based meant that they were relatively accessible to visually impaired users, requiring only the additional use of text-to-speech software. Accessibility for the visually impaired began to change, some prior to the advent of graphical operating systems as computers became powerful enough to support more video-centric games. This created a gap between games for the seeing and games for the blind — a gap that has by now grown substantially. Due to a strong bias in favor of the seeing

6.
Handheld electronic game
–
Handheld electronic game are very small, portable devices for playing interactive electronic games, often miniaturized versions of video games. The controls, display and speakers are all part of a single unit, rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a digital watch, handhelds were at their most popular from the late 1970s into the early 1990s. They are the precursors to the game console. Early handheld games used simple mechanisms to interact with players, often limited to illuminated buttons, in 1978 the Milton Bradley Company entered the handheld market with Simon, a simple color-and-sound-matching game. The same year, Parker Brothers also released Merlin, a more sophisticated handheld which could play six different games using an array of 11 buttons with integrated LEDs, despite their relative simplicity, each of these early games was highly successful. The initial success of Mattel and Parker Brothers entries spawned a wave of similar devices which were released through the early 1980s. Notable among these were a series of popular 2-player head-to-head games from Coleco, other games were miniaturized versions of popular arcade video games. In 1979, Gunpei Yokoi, traveling on a bullet train, Yokoi then thought of an idea for a watch that doubled as a miniature game machine for killing time. Starting in 1980, Nintendo began to release a series of games designed by Yokoi called the Game & Watch games. For later, more complicated Game & Watch games, Yokoi invented a cross shaped directional pad or D-pad for control of on-screen characters, during the 1980s, LCDs became inexpensive and largely replaced LED displays in handheld games. The use of images in LCD and VFD games allows them to have greater detail and avoid the blocky, pixellated look of console screens. All graphics are fixed in place, so every possible location and state of objects has to be preset. Illusion of movement is created by sequentially flashing objects between their possible states, backgrounds for these games are static drawings, layered behind the moving graphics which are transparent when not in use. Partly due to limitations, the gameplay of early LCD games was often even more crude than for their LED antecedents. New games are still being made, but most are based on relatively simple card and board games, in 1982, the Bandai LCD Solarpower series were the first solar-powered gaming devices. Some of its games, such as the horror-themed game Terror House, other handheld games were built as flipcases and had two or even three LCDs with different foreground and background scenes, offering some variety in the gameplay. Despite the increasing sophistication of handheld consoles such as the Nintendo 3DS and PlayStation Vita, adult fads such as blackjack, poker, and Sudoku also spawn dozens of original and knockoff handheld games

7.
Handheld game console
–
A handheld game console is a small, portable self-contained video game console with a built-in screen, game controls, and speakers. Handheld game consoles are smaller than home video consoles and contain the console, screen, speakers. In 1976, Mattel introduced the first handheld game with the release of Auto Race. Later, several companies—including Coleco and Milton Bradley—made their own single-game, the oldest true handheld game console with interchangeable cartridges is the Milton Bradley Microvision in 1979. Nintendo is credited with popularizing the handheld console concept with the release of the Game Boy in 1989, the origins of handheld game consoles are found in handheld and tabletop electronic game devices of the 1970s and early 1980s. These electronic devices are capable of playing only a game, they fit in the palm of the hand or on a tabletop. In 1978, handheld games were described by Popular Electronics magazine as nonvideo electronic games. This synthesis happened in 1976, when Mattel began work on a line of calculator-sized sports games that became the worlds first handheld electronic games. The project began when Michael Katz, Mattels new product category marketing director, told the engineers in the group to design a game the size of a calculator. Our big success was something that I conceptualized—the first handheld game, I asked the design group to see if they could come up with a game that was electronic that was the same size as a calculator. —Michael Katz, former marketing director, Mattel Toys, the result was the 1976 release of Auto Race. Followed by Football later in 1977, the two games were so successful that according to Katz, these simple electronic handheld games turned into a $400 million category, Mattel would later win the honor of being recognized by the industry for innovation in handheld game device displays. Soon, other manufacturers including Coleco, Parker Brothers, Milton Bradley, Entex, in 1979 the LCD-based Microvision, designed by Smith Engineering and distributed by Milton-Bradley, became the first handheld game console and the first to use interchangeable game cartridges. In 1979, Gunpei Yokoi, traveling on a bullet train, Yokoi then thought of an idea for a watch that doubled as a miniature game machine for killing time. Starting in 1980, Nintendo began to release a series of games designed by Yokoi called the Game & Watch games. For later, more complicated Game & Watch games, Yokoi invented a cross shaped directional pad or D-pad for control of on-screen characters, the result was the Nintendo Game Boy. In 1982, the Bandai LCD Solarpower was the first solar-powered gaming device, some of its games, such as the horror-themed game Terror House, features two LCD panels, one stacked on the other, for an early 3D effect. In 1983, Takara Tomys Tomytronic 3D simulates 3D by having two LED panels that were lit by light through a window on top of the device

8.
Mobile game
–
A mobile game is a video game played on a feature phone, smartphone, smartwatch, PDA, tablet computer, portable media player or calculator. The earliest known game on a phone was a Tetris variant on the Hagenuk MT-2000 device from 1994. In 1997, Nokia launched the very successful Snake, Snake, that was preinstalled in most mobile devices manufactured by Nokia, has since become one of the most played video games and is found on more than 350 million devices worldwide. A variant of the Snake game for the Nokia 6110, using the port, was also the first two-player game for mobile phones. However, mobile games distributed by mobile operators and third party portals remained a form of gaming until Apples iOS App Store was launched in 2008. As a result of explosion, technological advancement by handset manufacturers became rapid. Preloaded games on mobile phones were usually limited to crude monochrome dot matrix graphics. Commands would be input via the devices keypad buttons, with the advent of feature phones more hardware power became available even in bottom-of-the-range devices. Colour screens, multi-channel sound and most importantly the ability to download, some early companies utilized the camera phone technology for mobile games such as Namco and Panasonic. That same year Panasonic released a virtual pet game in which the pet is fed by photos of foods taken with the camera phone, in the early 2000s, mobile games gained popularity in Japans mobile phone culture, years before the United States or Europe. Older arcade-style games became popular on mobile phones, which were an ideal platform for arcade-style games designed for shorter play sessions. In the present day, Japan is the worlds largest market by revenue for mobile games, the Japanese gaming market today is becoming increasingly dominated by mobile games, which generated $5.1 billion in 2013, more than traditional console games in the country. The N-Gage brand was retained for a few years as a service included on Nokias general-purpose phones. In Europe, downloadable games were introduced by the “Les Games” portal from Orange France, run by In-fusio. Whereas before mobile games were commissioned directly by handset manufacturers. The launch of Apples App Store in 2008 radically changed the market, the Apple users, however, can only use the Apple App Store, since Apple forbids the distribution of apps via any other distribution channel. Thirdly, the integration of the App Store with the device itself led many consumers to try out apps. Consequently, the number of highly successful mobile games proliferated soon after the launch of the App Store

9.
PC game
–
PC games, also known as computer games or personal computer games, are video games played on a personal computer rather than a dedicated video game console or arcade machine. Home computer games became popular following the game crash of 1983 leading to the era of the bedroom coder. In the 1990s, PC games lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution. Newzoo, reports that gaming is a US$99.6 billion dollar industry, PC is considered synonymous with IBM PC compatible systems, while mobile computers – smartphones and tablets, such as those running Android or iOS – are also personal computers. The APAC region is estimated to generate $46.6 billion in 2016, or 47% of total global game revenues. China alone accounts for half of APACs revenues, reaching $24.4 billion, cementing its place as the largest games market in the world, the uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult. Although personal computers became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes. OXO, an adaptation of tic-tac-toe for the EDSAC, debuted in 1952, another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar. On a PDP-1 mainframe computer used for statistical calculations, the first generation of computer games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976, by the 1980s, personal computers had become powerful enough to run games like Adventure, but by this time, graphics were beginning to become an important factor in games. Later games combined textual commands with basic graphics, as seen in the SSI Gold Box games such as Pool of Radiance, or Bards Tale for example. By the late 1970s to early 1980s, games were developed and distributed through hobbyist groups and gaming magazines, such as Creative Computing and these publications provided game code that could be typed into a computer and played, encouraging readers to submit their own software to competitions. Microchess was one of the first games for microcomputers which was sold to the public, first sold in 1977, Microchess eventually sold over 50,000 copies on cassette tape. As with second-generation video game consoles at the time, early computer game companies capitalized on successful arcade games at the time with ports or clones of popular arcade games. By 1982, the games for the Atari 400 were ports of Frogger and Centipede. That same year, Pac-Man was ported to the Atari 800, grossly underperformed, the popularity of personal computers for education rose dramatically. In 1983, consumer interest in video games dwindled to historical lows. The effects of the crash were largely limited to the console market, the North American console market experienced a resurgence in the United States with the release of the Nintendo Entertainment System

10.
Linux gaming
–
Linux gaming started largely as an extension of the already present Unix gaming scene, with both systems sharing many similar titles. These games were mostly original or clones of arcade games. A notable example of this was the so-called BSD Games, a collection of fiction titles. The free software and open source methodologies which spawned the development of the system in general also spawned the creation of various early free games. Popular early titles included NetHack, Netrek, XBill, XEvil, xbattle, Xconq, as the operating system itself grew and expanded, the amount of free and open source games also increased in scale and complexity. Their game Quake was ported to Linux in 1996, once again by Dave D. Taylor working in his free time, later id products continued to be ported by David Kirsch and Timothee Besset, a practice that continued until the studios acquisition by Zenimax Media in 2009. In 1995 DUX Software contracted Don Hopkins to port SimCity to Linux, other early commercial Linux games included Hopkins FBI, an adventure game released in 1998 by MP Entertainment, and Inner Worlds in 1996, which was released for and mostly developed on Linux. In 1998, two programmers from Origin ported Ultima Online to Linux, a website called The Linux Game Tome began to catalog games created for or ported to Linux in 1995. Loki, although a failure, is credited with the birth of the modern Linux game industry. Loki developed several software tools, such as the Loki installer. These are still credited as being the cornerstones of Linux game development. They were also responsible for bringing nineteen high-profile games to the platform before its closure in 2002, during this time Michael Simms founded Tux Games, one of the first online Linux game retailers. In 2001 -2003, we can observe that several well-known indie game companies e. g, after Lokis closure, the Linux game market experienced some changes. Influential to this was Ryan C, Gordon, a former Loki employee who would over the next decade port several game titles to multiple platforms, including Linux. Around this time many companies, starting with id Software, also began to release legacy source code leading to a proliferation of source ports of games to Linux. This also helped expand the existing free and open source gaming scene. In 2009, the indie game company Entourev LLC published Voltley to Linux which is the first commercial exclusive game for this operating system. In the same year, LGP released Shadowgrounds which was the first commercial game for Linux using the Nvidia PhysX middleware, in November 2012, Unity Technologies ported their Unity engine and game creation system to Linux starting with version 4

11.
Beat 'em up
–
Beat em up is a video game genre featuring hand-to-hand combat between the protagonist and an improbably large number of opponents. These games typically take place in settings and feature crime-fighting and revenge-based plots, though some games may employ historical. Traditional beat em ups take place in scrolling, two-dimensional levels and these games are noted for their simple gameplay, a source of both critical acclaim and derision. Two-player cooperative gameplay and multiple characters are also hallmarks of the genre. The first influential beat em up was 1984s Kung-Fu Master, with 1986s Renegade introducing the urban settings, Games such as Streets of Rage, Final Fight and Golden Axe are other classics to emerge from this period. The genre has been popular since the emergence of 3D-based mass-market games. A beat em up is a type of game where the player character must fight a large number of enemies in unarmed combat or with melee weapons. Gameplay consists of walking through a level, one section at a time, defeating a group of enemies before advancing to the next section, however arcade versions of these games are often quite difficult to win, causing players to spend more money to try to win. Beat em ups are related to—but distinct from—fighting games, which are based around one-on-one matches rather than scrolling levels, such terminology is loosely applied, however, as some commentators prefer to conflate the two terms. At times, both one-on-one fighting games and scrolling beat em ups have influenced each other in terms of graphics and style, occasionally, a game will feature both kinds of gameplay. Beat em up games usually employ vigilante crime fighting and revenge plots with the taking place on city streets, though historical. Players must walk from one end of the world to the other. Some later beat em ups dispense with 2D-based scrolling levels, instead allowing the player to roam around larger 3D environments, though they retain the simple gameplay. Throughout the level, players may acquire weapons that they can use as well as power-ups that replenish the players health, as players walk through the level, they are stopped by groups of enemies who must be defeated before they can continue. The level ends when all the enemies are defeated, each level contains many identical groups of enemies, making these games notable for their repetition. In beat em up games, players fight a boss—an enemy much stronger than the other enemies—at the end of each level. Beat em ups often allow the player to choose between a selection of protagonists—each with their own strengths, weaknesses, and set of moves, attacks can include rapid combinations of basic attacks as well as jumping and grappling attacks. Characters often have their own attacks, which leads to different strategies depending on which character the player selects

12.
Fighting game
–
A fighting game is a video game genre in which the player controls an on-screen character and engages in close combat with an opponent, which can be either an AI or controlled by another player. The fight matches typically consist of several rounds and take place in an arena, while each character has widely differing abilities, players must master techniques such as blocking, counter-attacking, and chaining attacks together into combos. Since the early 1990s, most fighting games allow the player to special attacks by performing specific input combinations. The fighting game genre is related to but distinct from beat em ups, the first video game to feature fist fighting was arcade game Heavyweight Champ in 1976, but it was Karate Champ which popularized one-on-one martial arts games in arcades in 1984. In 1985, Yie Ar Kung-Fu featured antagonists with differing fighting styles, in 1987, Street Fighter introduced hidden special attacks. In 1991, Capcoms highly successful Street Fighter II refined and popularized many of the conventions of the genre, the fighting game subsequently became the preeminent genre for competitive video gaming in the early to mid-1990s, particularly in arcades. Fighting games are a type of game where two on-screen characters fight each other. These games typically feature special moves that are triggered using rapid sequences of carefully timed button presses, games traditionally show fighters from a side-view, even as the genre has progressed from two-dimensional to three-dimensional graphics. Fighting games typically involve hand-to-hand combat, but may also feature melee weapons and this genre is distinct from beat em ups, another action genre involving combat, where the player character must fight many weaker enemies at the same time. During the 1980s publications used the fighting game and beat em up interchangeably. With hindsight, critics have argued that the two types of game gradually became dichotomous as they evolved, though the two terms may still be conflated, Fighting games are sometimes grouped with games that feature boxing, UFC, or wrestling. As such, boxing games, mixed martial arts games, and wrestling games are described as distinct genres, without comparison to fighting games. Fighting games involve combat between pairs of fighters using highly exaggerated martial arts moves and they typically revolve around primarily brawling or combat sport, though some variations feature weaponry. Games usually display on-screen fighters from a view, and even 3D fighting games play largely within a 2D plane of motion. Games usually confine characters to moving left and right and jumping, although some such as Fatal Fury. Recent games tend to be rendered in three dimensions and allow side-stepping, but otherwise play like those rendered in two dimensions, aside from moving around a restricted space, fighting games limit the players actions to different offensive and defensive maneuvers. Players must learn which attacks and defenses are effective against each other, often by trial, blocking is a basic technique that allows a player to defend against attacks. Some games feature more advanced blocking techniques, for example, Capcoms Street Fighter III features a move termed parrying which causes the attacker to become momentarily incapacitated, in addition to blows such as punches and kicks, players can utilize throwing or grappling to circumvent blocks

13.
Platform game
–
A platform game is a video game which involves guiding an avatar to jump between suspended platforms and/or over obstacles to advance the game. The player controls the jumps to avoid letting the avatar fall from platforms or miss necessary jumps, the most common unifying element of games of this genre is the jump button, but now there are other alternative like swiping in touchscreen. Jumping, in genre, may include swinging from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines. These mechanics, even in the context of genres, are commonly called platforming. Games where jumping is automated completely, such as 3D games in The Legend of Zelda series, Platform games originated in the early 1980s, with 3D successors popularized in the mid-1990s. The term itself describes games where jumping on platforms is an part of the gameplay and came into use after the genre had been established. While commonly associated with gaming, there have been many important platform games released to video arcades, as well as for handheld game consoles. North America, Europe and Japan have played major parts in the genres evolution, Platform themes range from cartoon-like games to science fiction and fantasy epics. At one point, platform games were the most popular genre of video game, at the peak of their popularity, it is estimated that between one-quarter and one-third of console games were platformers. No genre either before or since has been able to achieve a market share. Since 2010, a variety of endless running platformers for mobile devices have brought renewed popularity to the genre, Platform games originated in the early 1980s. Because of the limitations of the day, early examples were confined to a static playing field. Space Panic, a 1980 arcade release by Universal, is credited as being the first platform game. While the player had the ability to fall, there was no ability to jump, swing, or bounce, however, it clearly influenced the genre, with gameplay centered on climbing ladders between different floors, a common element in many early platform games. Another precursor to the genre released that year was Nichibutsus Crazy Climber. Donkey Kong, a game created by Nintendo and released in July 1981, was the first game that allowed players to jump over obstacles and across gaps. Donkey Kong had an amount of platforming in its first two screens, but its last two screens had a more pronounced platform jumping component. This game also introduced Mario, an icon of the genre

14.
Shooter game
–
Shooter games are a subgenre of action game, which often test the players speed and reaction time. It includes many subgenres that have the commonality of focusing on the actions of the avatar using some sort of weapon, usually this weapon is a gun, or some other long-range weapon. A common resource found in many games is ammunition. Most commonly, the purpose of a game is to shoot opponents. There are many criteria to determine the type of shooter, listed below are some of the major divisions, using the following, it is possible to categorize almost all shooters developed. It is also possible for a game to have a camera, especially shooting gallery games. Tactical shooters are games that attempt to emulate lifelike ballistics and character damage, other shooter games range further away from realism and towards fantasy, like the Sci-Fi action shooting series titled Lost Planet. Games which feature non-player characters fighting alongside the player, but which are not directly controllable are not considered squad-based games, if a shooter game is playable online, there are several other sharp divisions it can take. Many games will offer differing modes which allow players to choose from various types. In team modes, players are assigned to one of two factions which are competing for some goal, co-op modes have several players on the same faction playing through either single-player or custom missions against computer-controlled enemies. Individual has all players competing with each other and this is often an optional way to categorize a shooter, but in some cases its needed to help distinguish it. A game may quite often heavily rely on stealth as opposed to direct action, others might have large horror elements to them. However, the one thing in common with all shooters is that combat with a gun or similar long range/projectile weapon is the focus of gameplay itself. Shoot em ups are a subgenre of shooters wherein the player may move up and down and left and right around the screen. Shoot em ups share common gameplay, but are categorized by viewpoint. This genre also includes run and gun games which emphasize greater maneuvering or even jumping, such as Thexder, Contra and Metal Slug. Shooting gallery games include light gun games, although many can also be played using a regular joypad, when these debuted, they were typically played from a first-person perspective, with enemy fire that occurred anywhere on the screen damaging or killing the player. One of the earliest examples is the 1985 arcade game Shootout produced by Data East, other games in this subgenre include Blood Bros

15.
Action-adventure game
–
The action-adventure video game genre includes video games that combine core elements from the action and adventure genres. With the decline of the game genre from mainstream popularity. It is not uncommon for gamers to apply the term adventure or action adventure to describe the genre of fiction to which a game belongs, typically, pure adventure games have situational problems for the player to solve, with very little or no action. If there is action, it is confined to isolated minigames. Pure action games have gameplay based on real-time interactions that challenge the reflexes, therefore, action-adventure games engage both reflexes and problem-solving, in both violent and non-violent situations. An action-adventure game can be defined as a game with a mix of elements from an action game and an adventure game, especially crucial elements like puzzles. Action-adventures require many of the physical skills as action games, but also offer a storyline, numerous characters, an inventory system, dialogue. They are faster-paced than pure adventure games, because they include both physical and conceptual challenges, action-adventure games normally include a combination of complex story elements, which are displayed for players using audio and video. The story is heavily reliant upon the characters movement, which triggers story events. Some examples of games include The Legend of Zelda, God of War. Exactly when a game stops being a game and becomes an action game is a matter of interpretation. There are quite a few disagreements in the community and in the media over what constitutes an action-adventure game. In some cases a game with puzzles will be classified as an action-adventure game. Others see action games as a genre, while an action-adventure is an action game that includes situational problem-solving. Adventure gamers may also be purists, rejecting any game that makes use of physical challenges or time pressure, regardless, the action-adventure label is prominent in articles over the internet and media. The term action-adventure is usually substituted for a particular subgenre due to its wide scope, although action-adventure games are diverse and difficult to classify, there are some distinct subgenres. These are sometimes called Real-Time Adventure games or RTAs for short, notable examples of this include Metroid Prime, Half-Life 2, Dishonored, and Far Cry 3. Third-person action-adventure, in gameplay is in the third-person

16.
Stealth game
–
A stealth game is a type of video game that tasks the player with using stealth to avoid or overcome antagonists. Games in the genre typically allow the player to remain undetected by hiding, using disguises or avoiding noise, some games allow the player to choose between a stealthy approach or directly attacking antagonists, perhaps rewarding the player for greater levels of stealth. The genre has employed espionage, counter-terrorism and rogue themes, with protagonists who have identified as special forces operatives, spies, thieves, ninjas. Some games have also combined stealth elements with other genres, such as first-person shooters, some of the early games emphasizing stealth include Manbiki Shounen, Lupin III,005, Castle Wolfenstein, Infiltrator, Metal Gear, and Metal Gear 2, Solid Snake. The genre became popular in 1998, with the success of Metal Gear Solid as well as Tenchu, Stealth Assassins and Thief. These games were followed by other series, such as Hitman. Later games in the genre have allowed the player to choose between, or combine, stealth tactics and direct confrontation, unlike most action games, stealth games challenge the player to avoid alerting enemies altogether. The core gameplay elements of the stealth game are to avoid combat, minimize noise. Completing objectives without being detected by any enemy, sometimes referred to as ghosting is an approach to stealth games. Avoiding detection may be the way to successfully complete a game. Players can hide behind objects or in shadows, and can strike or run past an enemy when the enemy is facing the other way, if the player attracts the attention of enemies, they usually must hide and wait until the enemies abandon their search. Thus, planning becomes important, as does trial-and-error, however, some stealth games put more emphasis on physical combat skill when the player is spotted. Some games offer a choice between killing or merely knocking out an enemy, when ghosting is optional, or even not well-supported by a game, players may still attempt to avoid combat for moral reasons or as a demonstration of skill. When hiding in the dark is an element, light. Usually the player is able to disable certain light sources, players who move recklessly will make more noise and attract more attention. In order for a game to include stealth gameplay, the knowledge of the artificial intelligence must be restricted to make it ignorant to parts of the game world. Enemies typically have a line of sight which the player can avoid by hiding behind objects, enemies can also typically detect when the player touches them or moves within a small, fixed distance. Overall, stealth games vary in what player actions the AI will perceive and react to, often, the AIs movements are predictable and regular, allowing the player to devise a strategy to overcome his adversaries

17.
Survival horror
–
Survival horror is a subgenre of video games inspired by horror fiction that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambience. The player is challenged to find items that unlock the path to new areas. Games make use of horror themes, like dark maze-like environments. The term survival horror was first used for the original Japanese release of Resident Evil in 1996, the name has been used since then for games with similar gameplay, and has been retroactively applied to earlier titles. Starting with the release of Resident Evil 4 in 2005, the genre began to more features from action games. Still, the horror genre has persisted in one form or another. Survival horror refers to a subgenre of video games. The player character is vulnerable and under-armed, which emphasis on puzzle-solving and evasion. Games commonly challenge the player to manage their inventory and ration scarce resources such as ammunition, another major theme throughout the genre is that of isolation. Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs. While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment and they tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles. Still, it is not unusual for survival horror games to draw elements from first-person shooters, action-adventure games. Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, Survival horror games are a subgenre of horror games, where the player is unable to fully prepare or arm their avatar. Thus, players are more vulnerable than in games. This gameplay shifts away from combat, and players must learn to evade enemies or turn the environment against them. Games try to enhance the experience of vulnerability by making the single player rather than multiplayer. The survival horror genre is known for other non-combat challenges, such as solving puzzles at certain locations in the game world. Areas of the world will be off limits until the player gains certain items

18.
Adventure game
–
An adventure game is a video game in which the player assumes the role of protagonist in an interactive story driven by exploration and puzzle-solving. The genres focus on story allows it to draw heavily from other narrative-based media, literature and film, many adventure games are designed for a single player, since this emphasis on story and character makes multi-player design difficult. Initial adventure games developed in the 1970s and early 1980s were text-based, within the Asian markets, adventure games continue to be popular in the form of visual novels, which make up nearly 70% of PC games released in Japan. The Asian markets have found markets for adventure games for portable and mobile gaming devices. The video game genre is defined by its gameplay, unlike the literary genre, which is defined by the subject it addresses. Essential elements of the genre include storytelling, exploration, and puzzle solving, Adventure games have been described as puzzles embedded in a narrative framework, where games involve narrative content that a player unlocks piece by piece over time. While the puzzles that players encounter through the story can be arbitrary, combat and action challenges are limited or absent in adventure games, thus distinguishing them from action games. In the book Andrew Rollings and Ernest Adams on Game Design, only that combat is not the primary activity. Some adventure games include a minigame from another video game genre. Hybrid action-adventure games blend action and adventure games throughout the experience, incorporating more physical challenges than pure adventure games. This definition is hard to apply, however, with debate among designers about which games are action games. Adventure games are distinct from role-playing video games that involve action, team-building. Adventure games lack the numeric rules or relationships seen in role-playing games and these games lack any skill system, combat, or an opponent to be defeated through strategy and tactics. However, some hybrid games exist here, where role-playing games with strong narrative, finally, adventure games are classified separately from puzzle video games. Although an adventure game may involve puzzle-solving, they involve a player-controlled avatar in an interactive story. Adventure games contain a variety of puzzles, decoding messages, finding and using items, opening locked doors, solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story. Logic puzzles, where mechanical devices are designed with interfaces to test a players deductive reasoning skills, are common. Others have been criticized for requiring players to guess, either by clicking on the right pixel

19.
Interactive fiction
–
Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations and these works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. Some users of the term distinguish between interactive fiction, known as Puzzle-free, that focuses on narrative, and text adventures that focus on puzzles. As a commercial product, interactive fiction reached its peak in popularity from 1979 to 1986, due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that interactive fiction games were ported across all the popular platforms at the time. Today, a stream of new works are produced by an online interactive fiction community. The most famous example of form of printed fiction is the Choose Your Own Adventure book series. The term Interactive fiction is sometimes used wrongly as a synonym for interactive movies or visual novels which are forms of interactive narrative. Text adventures are one of the oldest types of computer games, the player uses text input to control the game, and the game state is relayed to the player via text output. Input is usually provided by the player in the form of sentences such as get key or go east. Parsers may vary in sophistication, the first text adventure parsers could only handle two-word sentences in the form of verb-noun pairs, later parsers, such as those built on Infocoms ZIL, could understand complete sentences. Later parsers could handle increasing levels of complexity parsing sentences such as open the red box with the key then go north. This level of complexity is the standard for works of interactive fiction today, despite their lack of graphics, text adventures include a physical dimension where players move between rooms. Many text adventure games boasted their total number of rooms to indicate how much gameplay they offered. These games are unique in that they may create a space, where going north from area A takes you to area B. This can create mazes that do not behave as players expect, Interactive fiction shares much in common with Multi-User Dungeons. Interactive fiction features two modes of writing, the player input and the game output. As described above, player input is expected to be in command form

20.
Interactive movie
–
In modern times, the term also refers to games that have a larger emphasis on story/presentation than on gameplay. This genre came about with the invention of laserdiscs and laserdisc players, thus, interactive movies were animated or filmed with real actors like movies, and followed a main storyline. Alternative scenes were filmed to be triggered after wrong actions of the player, when in danger, the player was to decide which move or action, or combination to choose. If they chose the move, they would see a lose a life scene. There was only one possible successful storyline in Dragons Lair, the activity the user had was to choose or guess the move the designers intended them to make. Despite the lack of interactivity, Dragons Lair was very popular, much as a Choose Your Own Adventure book might say If you turn left, go to page 7. Because laserdisc players of the day were not robust enough to handle the constant wear placed on them by constant arcade use, the first example of interactive cinema was Kinoautomat, which was written and directed by Radúz Činčera. This movie was first screened at Expo 67 in Montreal and this film was produced before the invention of the laserdisc or similar technology, so a live moderator appeared on stage at certain points to ask the audience to choose between two scenes. The chosen scene would play following an audience vote, in the 1970s, Kasco released a hit electro-mechanical arcade game with live-action FMV, projecting car footage filmed by Toei. An early attempt to combine random access video with computer games was Rollercoaster, written in BASIC for the Apple II by David Lubar for David H. Ahl and this was a text adventure that could trigger a laserdisc player to play portions of the feature film Rollercoaster. Developed in 1982, it was unveiled at the 1982 AMOA show in Chicago, however, the game that popularized the genre in the United States was Dragons Lair, animated by Don Bluth and released by Cinematronics shortly after. Around the same time, the laserdisc games Begas Battle and Cliff Hanger were also released, several laserdisc games added their own innovations to the genre. Space Ace, another Don Bluth animated game released by Cinematronics the following year, because Dragons Lair and Space Ace were immensely popular, they spawned a deluge of sequels and similar laserdisc games, despite the astronomical cost of the animation. To cut costs, several companies simply hacked together scenes from anime that were obscure to American audiences of the day. One such early example was Sterns Cliff Hanger, a 1983 game released around the time which used footage from the Lupin III movies Castle of Cagliostro. Years later, this would become the standard approach to video game storytelling, Begas Battle also featured a branching storyline. In 1987, the game Night Trap, featuring video, was created for Hasbros Control-Vision video game system. When Hasbro discontinued production of Control-Vision, the footage was placed into archive until it was purchased in 1991 by the founders of Digital Pictures, Digital Pictures ported Night Trap to the Sega CD platform, releasing it in 1992

21.
Visual novel
–
A visual novel is an interactive game, featuring mostly static graphics, most often using anime-style art or occasionally live-action stills. As the name might suggest, they resemble mixed-media novels, Sound novels and kinetic novels are types of visual novels, although visual novels have its own distinction between the others. This distinction is normally lost outside Japan, where both NVLs and ADVs are commonly referred to as visual novels by international fans, visual novels and ADVs are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006. Visual novels are often produced for video game consoles, and the popular games have occasionally been ported to such systems. The more famous novels are also often adapted into the light novel. The market for visual novels outside of East Asia is small, visual novels are distinguished from other game types by their generally minimal gameplay. Typically the majority of interaction is limited to clicking to keep the text, graphics and sound moving. This style of gameplay is similar to interactive fiction, or the shorter. Many fans of visual novels hold them up as exceptions to the relatively weak storytelling in video games overall, some visual novels do not limit themselves into merely interactive fictions, but also incorporate other elements into them. An example of this is Symphonic Rain, where the player is required to play an instrument of some sort. Usually such an element is related as a device in the game. Some shorter works do not contain any decision points at all, most examples of this sort are fan-created. Fan-created novel games are popular, there are a number of free game engines and construction kits aimed at making them easy to construct, most notably NScripter, KiriKiri. Many visual novels use voice actors to provide voices for the characters in the game, often, the protagonist is left unvoiced, even when the rest of the characters are fully voiced. Decision points within a novel often present players with the option of altering the course of events during the game. An acclaimed example is Zero Escape, Virtues Last Reward, where every action and dialogue choice can lead to entirely new branching paths. The branching path stories found in visual novels represent an evolution of the Choose Your Own Adventure concept, the digital medium allows significant improvements, such as being able to fully explore multiple aspects and perspectives of a story. Another improvement is having hidden decision points that are determined based on the players past decisions

22.
Role-playing video game
–
A role-playing video game is a video game genre where the player controls the actions of a character immersed in some well-defined world. Many role-playing video games have origins in tabletop role-playing games and use much of the terminology, settings. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player development, complexity, as well as replayability. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed, RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Role-playing video games use much of the terminology, settings. Players control a game character, or multiple game characters, usually called a party. Players explore a world, while solving puzzles and engaging in tactical combat. A key feature of the genre is that characters grow in power and abilities, RPGs rarely challenge a players physical coordination or reaction time, with the exception of action role-playing games. Role-playing video games typically rely on a developed story and setting. Players control one or several characters by issuing commands, which are performed by the character at an effectiveness determined by that characters numeric attributes. Often these attributes increase each time a character gains a level, role-playing video games also typically attempt to offer more complex and dynamic character interaction than what is found in other video game genres. This usually involves additional focus on the intelligence and scripted behavior of computer-controlled non-player characters. The premise of most role-playing games tasks the player with saving the world, there are often twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa. To a lesser extent, settings closer to the present day or near future are possible, the story often provides much of the entertainment in the game. Because these games have strong storylines, they can make effective use of recorded dialog. Players of these tend to appreciate long cutscenes more than players of faster action games. While most games advance the plot when the player defeats an enemy or completes a level, for example, a player may make the decision to join a guild, thus triggering a progression in the storyline that is usually irreversible. New elements in the story may also be triggered by mere arrival in an area, the plot is usually divided so that each game location is an opportunity to reveal a new chapter in the story

23.
Action role-playing game
–
These games often use action game combat systems similar to hack and slash or shooter games. Action role-playing games may also include action-adventure games that include a system and RPG mechanics. Early dungeon-crawl video games used turn-based movement, meaning if the player did not move. In Bokosuka Wars, each soldier was able to gain experience, also in 1983, Nihon Falcom released Panorama Toh for the PC-88. It was developed by Yoshio Kiya, who would go on to create the Dragon Slayer and this brand combined the role-playing genre with arcade-style action and action-adventure elements. This trend of combining role-playing elements with arcade-style action mechanics was popularized by The Tower of Druaga and it was conceived as a fantasy Pac-Man with combat, puzzle-solving, and very subtle RPG elements. A rivalry developed between the three games, with Dragon Slayer and Hydlide continuing their rivalry through subsequent sequels. The Tower of Druaga, Dragon Slayer and Hydlide were influential in Japan, Dragon Slayer was created by Yoshio Kiya, who built on the action role-playing elements of his previous game Panorama Toh, as well as The Tower of Druaga. The original Dragon Slayer, originally released for the PC-8801 computer in September 1984, is considered to be the first true action-RPG. Dragon Slayers overhead action role-playing formula was used in later games. Another early action role-playing game was Courageous Perseus, released by Cosmos Computers for Japanese computers in the month as Dragon Slayer. It was technically advanced than both Dragon Slayer and Hydlide in some ways. It featured more advanced graphics, exploration on a desert island, raft transport for sea travel to smaller isles. However, it was not as well-received, with its implementation of grinding, as well as a health-draining mechanic. T&E Softs Hydlide, released in December 1984, was created by Tokihiro Naito, Hydlide was an early open-world game, rewarding exploration in an open-world environment. The game was popular in Japan, where it sold 2 million copies across all platforms. Another early action role-playing game was Namcos 1984 arcade release Dragon Buster and it also introduced side-scrolling platform elements and a world view map similar to Super Mario Bros. released the following year. Dragon Slayer II, Xanadu, released in 1985, was a fully-fledged action role-playing game including many character stats and it also incorporated a side-scrolling view during exploration and an overhead view during battle, though some rooms were also explored using an overhead view

24.
Tactical role-playing game
–
A tactical role-playing game is a genre of video game which incorporates elements of traditional role-playing video games and emphasizes tactical rather than high-level strategic gameplay. In Japan these games are known as Simulation RPGs and this subgenre of role-playing video games principally refers to games which incorporate elements from strategy video games as an alternative to traditional role-playing game systems. Like standard RPGs, the controls a finite party and battles a similar number of enemies. And like other RPGs, death is usually temporary, but this genre incorporates strategic gameplay such as tactical movement on an isometric grid. Unlike other video game genres, tactical RPGs tend not to feature multiplayer play, a distinct difference between tactical RPGs and traditional RPGs is the lack of exploration. For instance, Final Fantasy Tactics does away with the typical third-person exploration to towns and dungeons that are typical in a Final Fantasy game, instead of exploration, there is an emphasis on battle strategy. Players are able to build and train characters to use in battle, utilizing different classes, including warriors and magic users, depending on the game. Battles will have specific winning conditions, such as defeating all enemies or surviving a certain number of turns, in between battles, players can access their characters to equip them, change classes, train them, depending on the game. Tactical RPGs are descendents of traditional games, such as chess, and table-top role-playing and war games, such as Chainmail. The format of a tactical RPG video game is also like a traditional RPG in its appearance, pacing, likewise, early table-top strategy wargames like Chainmail are descended from skirmish wargames, which were primarily concerned with combat. A year later, in 1983, Ultima III, Exodus used a combat system. The game revolves around a king who must recruit soldiers and lead his army against overwhelming forces, while each unit gains experience. It is also considered to be an early prototype real-time strategy game, according to Takahashi, Silver Ghost was a simulation action type of game where you had to direct, oversee and command multiple characters. Unlike later tactical RPGs, however, Silver Ghost was not turn-based and it also featured a point-and-click interface, to control the characters using a cursor. A similar game released by Kure Software Koubo that same year was First Queen, combining the basic concepts from games like Dragon Quest and simple turn-based strategy elements, Nintendo created a hit, which spawned many sequels and imitators. During the 16-bit generation, among the first imitators was Langrisser by NCS/Masaya and it was translated for North American release and retitled Warsong. The Langrisser series differed from Fire Emblem in that it used a general-soldier structure instead of controlling main characters, Langrisser, too, spawned many sequels, none of which were brought to North America. Langrisser set itself apart from other tactical RPGs in its time with larger-scale battles, since Der Langrisser in 1994, the series offered non-linear branching paths and multiple endings

25.
Simulation video game
–
A simulation video game describes a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for purposes such as training, analysis. Usually there are no strictly defined goals in the game, with players allowed to freely control a character. Well-known examples are war games, business games, and role play simulation, comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published. While many credit simulation games beginning with Will Wright and SimCity in 1989, certain games such as SimLife and SimEarth were subsequently created and are capable of teaching players the basics of genetics and global ecosystems. In a study where adolescents played SimCity 2000, the found that those participants who played the game had a greater appreciation and expectation of their government officials after playing. Construction and management simulation is a type of game in which players build. Strategy games sometimes incorporate CMS aspects into their economy, as players must manage resources while expanding their project. But pure CMS games differ from games in that the players goal is not to defeat an enemy. Games in this category are also called management games. Life simulation games is a subgenre of video games in which the player lives or controls one or more artificial lifeforms. A life simulation game can revolve around individuals and relationships, or it could be a simulation of an ecosystem, a sports game is a video game that simulates the playing of sports. Most sports have been recreated with a game, including sports, athletics. Some games emphasize playing the sport, whilst others emphasize strategy, some, such as Arch Rivals, satirize the sport for comic effect. This genre has been throughout the history of video games and is competitive. A number of game series feature the names and characteristics of real teams and players, dating sims focuses on dating as the principal theme. In medical simulation games, players take the role of a surgeon and this includes the Trauma Center and LifeSigns series. In photography simulation games, players take photographs of animals or people and this includes games such as Pokémon Snap and Afrika

26.
Construction and management simulation
–
Construction and management simulation is a type of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, but pure CMS games differ from strategy games in that the players goal is not to defeat an enemy, but to build something within the context of an ongoing process. Games in this category are also called management games. SimCity represents an example of success in the genre. Other games in the range from city-building games like Caesar or Dwarf Fortress, pure business simulation games like Capitalism. CMSs are often called simulation games for short, although games can simulate many activities from vehicles to sports, players usually deduce the kind of simulation from the title of the game. Economics play a role in construction and management simulations, because they allow players to build things while operating within economic constraints. Some games may challenge the player to explore or recognize patterns and these games are based in a setting where an economy can be built and managed, usually some kind of community, institution, or empire. The players role seldom corresponds to a real activity, since the player is usually more involved in detailed decisions than a real manager or administrator. Players usually have two types of tools at their disposal, tools for building and tools for managing, construction mechanisms in CMSs tend to be one of two types, plan-and-build where the construction is completed gradually, or purchase and place where the construction appears immediately. Random disasters can create new construction challenges, and some games impose constraints on how things must be constructed. But usually the act of construction is simple, and the main challenge of a CMS is obtaining the resources required to complete construction. Players must manage resources within an economy, where resources are produced, consumed. Resources are drawn from a source, such as money from a bank, some CMSs allow players to convert resources from one type to another, such as fermenting sugar into rum. Common resources include money, people, and building materials, sometimes demolishing a structure will cost resources, but this is often done at no cost. CMSs are usually single player games, as competition would force players to eschew creativity in favor of efficiency, and they typically have a free-form construction mode where players can build up as they see fit, which appeals to a players sense of creativity and desire for control. As such, many CMSs have no victory condition, although players can lose by bankrupting themselves of resources. These games emphasize growth, and the player must successfully manage their economy in order to construct larger creations, unlike other genres, construction and management simulations seldom offer a progression in storyline, and the level design is a simple space where the player can build

27.
Sports game
–
A sports game is a video game that simulates the practice of sports. Most sports have been recreated with a game, including sports, track and field, extreme sports. Some games emphasize playing the sport, whilst others emphasize strategy. Some, such as Need for Speed, Arch Rivals and Punch-Out, satirize the sport for comic effect. This genre has been throughout the history of video games and is competitive. A number of game series feature the names and characteristics of real teams and players, Sports games involve physical and tactical challenges, and test the players precision and accuracy. Most sports games attempt to model the athletic characteristics required by that sport, including speed, strength, acceleration, accuracy, as with their respective sports, these games take place in a stadium or arena with clear boundaries. Sports games often provide play-by-play and color commentary through the use of recorded audio, Sports games sometimes make use of different modes for different parts of the game. This is especially true in games about American football such as the Madden NFL series, sometimes, other sports games offer a menu where players may select a strategy while play is temporarily suspended. Some sports games also require players to shift roles between the athletes and the coach or manager and these mode switches are more intuitive than other game genres because they reflect actual sports. Older 2D sports games sometimes used a graphical scale, where athletes appeared to be quite large in order to be visible to the player. As sports games have evolved, players have come to expect a realistic graphical scale with a degree of verisimilitude. Sports games often simplify the game physics for ease of play, Games typically take place with a highly accurate time-scale, although they usually allow players to play quick sessions with shorter game quarters or periods. Sports games sometimes treat button-pushes as continuous signals rather than discrete moves, in order to initiate, for example, football games may distinguish between short and the long passes based on how long the player holds a button. Golf games often initiate the backswing with one button-push, and the swing itself is initiated by a subsequent push. ″also can customize person and can make own team″ In 1958, William Higinbotham created a game called Tennis for Two, the players would select the angle at which to put their racket, and pressed a button to return it. Although this game was simple, it demonstrated how an action game could be played on a computer. Video games prior to the late 1970s were primarily played on university mainframe computers under timesharing systems that supported multiple computer terminals on school campuses, the two dominant systems in this era were Digital Equipment Corporations PDP-10 and Control Data Corporations PLATO

28.
Vehicle simulation game
–
Vehicle simulation games are a genre of video games which attempt to provide the player with a realistic interpretation of operating various kinds of vehicles. This includes automobiles, aircraft, watercraft, spacecraft, military vehicles, the main challenge is to master driving and steering the vehicle from the perspective of the pilot or driver, with most games adding another challenge such as racing or fighting rival vehicles. Games are often divided based on realism, with games including more realistic physics. Vehicle simulation games allow players to drive or fly a vehicle and this vehicle can resemble a real one, or a vehicle from the game designers imagination. This includes vehicles in the air, on the ground, over water, different vehicle simulations can involve a variety of goals, including racing, combat, or simply the experience of driving a vehicle. These games normally allow the player to experience action from the perspective of the pilot or driver. Although racing games are sold in the sports category, Rollings and Adams argue that from a design standpoint. The essential gameplay in a simulation is the physical and tactical challenge of driving a vehicle. Mastery of vehicle control is the element which encourages players to continue playing, players learn to use appropriate speed and steering, and must avoid crashing by observing cues about how fast they are going. There are some vehicle simulations where the player is no specific goal. In the absence of any competition, some vehicle simulations arent games at all But most vehicle simulations involve some form of competition or race, some games add special challenges such as combat and slaloms. Many types of driving games, including both military flight simulators and racing simulators, make use of careers and campaigns, players must complete different tracks or missions, and collect victories and other achievements based on their performance. The market for vehicle simulators is divided between the purists and the casual players, a variety of vehicle simulators have been created to serve both markets. Purists demand total accuracy, whereas casual players are concerned with such details. This level of accuracy depends on how damage, physics, environment, weather, for example, accurate flight simulators will ensure that the vehicle responds slowly to their controls, while other games will treat the plane more like a car in order to simplify the game. In both driving games and flight simulators, players have come to expect a degree of verisimilitude where vehicles are scaled to realistic sizes. These types of games utilize a highly accurate time scale. In the case of space or water vehicle simulations, the gameplay physics tend to follow those of flying and driving simulations and these games will add variety by having a variety of vehicles with different performance characteristics, such as sharper turning or faster speed

29.
Strategy video game
–
Strategy video games are a video game genre that focuses on skillful thinking and planning to achieve victory. It emphasizes strategic, tactical, and sometimes logistical challenges, many games also offer economic challenges and exploration. They are generally categorized into four sub-types, depending on whether the game is turn-based or real-time, Strategy video games are a genre of video game that emphasize skillful thinking and planning to achieve victory. Specifically, a player must plan a series of actions against one or more opponents, victory is achieved through superior planning, and the element of chance takes a smaller role. In most strategy games, the player is given a godlike view of the game world. Thus, most strategy games involve elements of warfare to varying degrees, in addition to combat, these games often challenge the players ability to explore, or manage an economy. Even though there are action games that involve strategic thinking. A strategy game is larger in scope, and their main emphasis is on the players ability to outthink their opponent. Strategy games rarely involve a challenge, and tend to annoy strategically minded players when they do. Compared to other such as action or adventure games where one player takes on many enemies. Each side generally has access to resources and actions, with the strengths. Although strategy games involve strategic, tactical, and sometimes logistical challenges, a strategy game calls for planning around a conflict between players, whereas puzzle games call for planning in isolation. Strategy games are distinct from construction and management simulations, which include economic challenges without any fighting. These games may incorporate some amount of conflict, but are different from strategy games because they do not emphasize the need for direct action upon an opponent, Conflict in strategy games takes place between groups or singular combatants, usually called units. Games vary in how many types of units a player can use, units vary in their movement and speed, as well as the amount of health or damage they can withstand. Units may also have different levels of strength or range. Although units are used for combat, they may also be used for other purposes such as transport. Units that cannot move such as fixed turrets are still treated as units

30.
Multiplayer online battle arena
–
The objective is to destroy the opposing teams main structure with the assistance of periodically spawned computer-controlled units that march forward along set paths. Player characters typically have various abilities and advantages that improve over the course of a game, MOBA games are a fusion of action games, role-playing games and real-time strategy games, in which players usually do not construct either buildings or units. Because of the influence, the term DotA is sometimes used to refer to the genre as a whole. It was followed by the two successors, League of Legends and Heroes of Newerth, and eventually a sequel, Dota 2. The roots of the genre can be traced back decades to one of the earliest real-time strategy titles and it has been cited as a precursor to, or an early example of, the MOBA genre. It used a formula, where each player controls a single command unit in one of two opposing sides on a battlefield. In 1998, Future Cop, LAPD featured a strategic Precinct Assault mode similar to Herzog Zwei, Herzog Zweis influence is also apparent in several later MOBA games such as Guilty Gear 2, Overture and AirMech. In 1998, computer game company Blizzard Entertainment released its best-selling real-time strategy game StarCraft with a suite of game editing tools called StarEdit, the tools allowed members of the public to design and create custom maps that allowed play very different from the normal maps. A modder known as Aeon64 made a map named Aeon of Strife that became very popular. Aeon64 stated that he was attempting to create gameplay similar to that of Future Cop, in the Aeon of Strife map, players controlled a single powerful hero unit fighting amidst three lanes, though terrain outside these lanes was nearly vacant. In 2002, Blizzard released Warcraft III, Reign of Chaos, both the MOBA and tower defense subgenres took substantive shape within the WC3 modding community. A modder named Eul began converting Aeon of Strife into the Warcraft III engine, Eul substantially improved the complexity of play from the original Aeon of Strife mod. Shortly after creating the custom DotA map, Eul left the modding scene, with no clear successor, Warcraft III modders created a variety of maps based on DotA and featuring different heroes. Called DotA, Allstars, it was inherited after a few months by a modder called Steve Guinsoo Feak, the changes conducted by IceFrog were well-received and the number of users on the Dota, Allstars forum is thought to have peaked at over one million. By 2008, the popularity of DotA had attracted commercial attention and that year, The Casual Collective released Minions, a Flash web game. Gas Powered Games also released the first stand-alone commercial title in the genre, in late 2009, Riot Games debut title, League of Legends initially designed by Feak, was released. Riot began to refer to the genre as a multiplayer online battle arena. Also in 2009, IceFrog, who had continued to develop DotA, Allstars, was hired by Valve Corporation, in 2010, S2 Games released Heroes of Newerth, with a large portion of its gameplay and aesthetics based on DotA, Allstars

31.
Real-time tactics
–
Real-time tactics or RTT is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. This contrasts with other current strategy game genres, for instance, in large-scale turn-based strategy games battles are generally abstracted and the gameplay close to that of related board games. As suggested by the name, also fundamental to real-time tactics is real-time gameplay. The genre has its roots in tactical and miniature wargaming, where battle scenarios are recreated using miniatures or even simple paper chits and these board and table-top games were out of necessity turn-based. Only with computer support was turn-based play and strategy successfully transposed into real-time, while some publications do refer to RTT as a distinct subgenre of real-time strategy or strategy, not all publications do so. Nonetheless, efforts have made to distinguish RTT games from RTSs. For instance, GameSpy described Axis & Allies as a true RTS, a developer for Close Combat said their game never aspired to be an RTS in the classic sense, but was rather a real time tactical simulation, lacking such features as resource collection. In the context of video games, however, the difference often comes down to the more limited criteria of either a presence or absence of base building. Real-time strategy games have been criticized for an overabundance of tactical considerations when compared to the amount of gameplay found in such games. Taylor then went on to say that his own game featured added elements of a strategic level. In an article for GameSpy, Mark Walker said that developers need to begin looking outside the genre for new ideas in order for strategy games to continue to be successful in the future. In an article for Gamasutra, Nathan Toronto criticizes real-time strategy games for too often having only one means of victory—attrition—comparing them unfavorably to real-time tactics games. He also says that building and managing armies is the definition of real-time strategy. Wargaming with items or figurines representing soldiers or units for training or entertainment has been common for as long as organised conflicts, today, miniature wargaming, where players mount armies of miniature figurines to battle each other, has become popular. Since most established rule sets were for turn-based table-top games, the leap to translate these categories to real time was also a problem that needed to be overcome. Likewise, Free Fall Associates 1983 title Archon can be considered an early real-time tactics game, built upon Chess but including real-time battle sequences. Another predecessor was Bits of Magics Centurion, Defender of Rome, in which, similar to the recent Rome, Total War game, however, though the battles were in real-time they were of small scope and player interaction was limited to deciding the initial troop disposition. Lords of the Realm, released in 1994 by Impressions Games, around 1995, computer hardware and developer support systems had developed enough to facilitate the requirements of large-scale real-time tactical games

32.
Turn-based strategy
–
A turn-based strategy game is a strategy game where players take turns when playing. This is distinguished from real time strategy where all players play simultaneously, many board games are turn based. For example, chess is one of the oldest and most competitive games of its kind, but many other games such as Reversi, checkers, Hare games and Go are also turn based. Tactical role-playing games are a part of this genre, examples include Fire Emblem, The Battle for Wesnoth, Poxnora, Silent Storm, Steel Panthers, World at War. Kings Bounty, Great Big War Game, Nintendo Wars, UniWar, XCOM2, after a period of converting board and historic TBS games to computer games, companies began basing computer turn-based strategy games on completely original properties or concepts. The presence of a computer to calculate and arbitrate allows game complexity which is not feasible in a board game. Some well known turn-based strategy games are Sid Meiers Civilization series, Heroes of Might and Magic series, Panzer General series, a further market trend is the rise of Indie TBS games. These games often extend or refine already existing TBS strategy games, examples include Freeciv or Golden Age of Civilizations. Since turn-based strategy games do not typically require vast amounts of art or modeling, directories like Freecode provide large lists of open-source, turn-based strategy projects. Because they do not require users to install files and are often free, all that they require is any device with a web browser and Internet connection. Many will work just as well on a smartphone as they do on a desktop computer, chronology of turn-based strategy video games Time-keeping systems in games

33.
Turn-based tactics
–
The gameplay of turn-based tactics game is the stop-action counterpart to that found in the real-time tactics genre, and as such contrasts with other current wargame genre. As suggested by the name, also fundamental to turn-based tactics is turn-based gameplay. The genre has its roots in tactical and miniature wargaming, the recreation of battle scenarios using miniatures or even simple paper chits using relatively intricate rules, further, in most turn-based tactics games a players force is maintained between battles. During the 1980s, as microcomputers and personal computers became powerful and more common. Some early tactical wargames for the computer included Gary Grigsbys series of games for the Commodore 64 and Apple II, Panzer Strike, Battle Isle is a series of games developed starting in 1991 by Blue Byte Software. Set on a planet, Chromos, and inspired by the Japanese game Nectaris. Battle Isle also spawned a man-to-man wargame, Incubation, Time Is Running Out, two sequels followed, Steel Panthers II, Modern Battles in 1996 and Steel Panthers III, Brigade Command 1939-1999 in 1997. Another group, SP-Camo, developed and released Steel Panthers, World War II, the SP-Camo games were based on the Steel Panthers II engine. Both the Matrix Games and SP-Camo versions had many fans and resulted in several releases with enhanced graphics, program code changes, another game originally scheduled to be a computerized Squad Leader/ASL was Combat Mission. While not the first 3-D tactical warfare game, it set a standard for realism. Combat Mission, Beyond Overlord received critical acclaim upon release in 2000, two follow up games were released in 2002 and 2004, which improved the infantry game with better suppression and automatic fire modelling. The game featured a WEGO system, where orders were entered sequentially, and this type of system had been what the original board wargame designers of Firefight et al. had dreamed of, but were restricted to creating manually. Tactical wargames are a type of wargames that models military conflict at a level, i. e. units range from individual vehicles. These units are rated based on types and ranges of individual weaponry and this subgenre is principally used to refer to RPG-derived games as an alternative to the traditional turn-based system. In such titles, the system has been tailored to incorporate role-playing game characteristics, there are several turn-based tactical games with multiplayer online gameplay featuring large numbers of players, such as Dofus, Gunrox, and Poxnora. Darkwind, War on Wheels, an auto racing simulation, is the only turn-based tactical game currently to have a persistent world. It is also one of the few games to simulate turn-based auto racing, some role-playing video games, such as The Temple of Elemental Evil and the Gold Box games of the late 80s and early 90s, also feature tactical turn-based combat. Some turn-based tactics titles, such as Jagged Alliance 2 and the X-COM series, feature a strategic layer in addition to tactical turn-based combat

34.
Massively multiplayer online game
–
A massively multiplayer online game is an online game which is capable of supporting large numbers of players, typically from hundreds to thousands, simultaneously in the same instance. MMOs usually feature a huge, persistent open world, although some games differ and these games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices. MMOs can enable players to cooperate and compete each other on a large scale. They include a variety of types, representing many video game genres. These games predate the commercial gaming industry and the Internet, but still featured persistent worlds, Kesmai later added 3D graphics to the game, making it the first 3D MMO. Commercial MMORPGs gained acceptance in the late 1980s and early 1990s, the genre was pioneered by the GemStone series on GEnie, also created by Kesmai, and Neverwinter Nights, the first such game to include graphics, which debuted on AOL in 1991. As video game developers applied MMOG ideas to other computer and video game genres, new acronyms started to develop, MMOG emerged as a generic term to cover this growing class of games. The debuts of The Realm Online, Meridian 59, Ultima Online, Underlight, despite the genres focus on multiplayer gaming, AI-controlled characters are still common. NPCs and mobs who give out quests or serve as opponents are typical in MMORPGs, AI-controlled characters are not as common in action-based MMOGs. There have been a number of console MMOGs, including EverQuest Online Adventures, on PCs, the MMOG market has always been dominated by successful fantasy MMORPGs. MMOGs have only begun to break into the mobile phone market. The first, Samurai Romanesque set in feudal Japan, was released in 2001 on NTT DoCoMos iMode network in Japan, more recent developments are CipSofts TibiaME and Biting Bits MicroMonster which features online and bluetooth multiplayer gaming. SmartCell Technology is in development of Shadow of Legend, which will allow gamers to continue their game on their mobile device when away from their PC. Science fiction has also been a theme, featuring games such as Mankind, Anarchy Online, Eve Online, Star Wars Galaxies. World of Warcraft is a dominant MMOG with 8-9 million monthly subscribers worldwide, the subscriber base dropped by 1 million after the expansion Wrath of the Lich King, bringing it to 9 million subscribers in 2010, though it remained the most popular Western title among MMOGs. In 2008, Western consumer spending on World of Warcraft represented a 58% share of the subscription MMOG market in 2009, the title has generated over $2.2 billion in cumulative consumer spending on subscriptions from 2005 through 2009. Within a majority of the MMOGs created, there is virtual currency where the player can earn, the uses for such virtual currency are numerous and vary from game to game. The virtual economies created within MMOGs often blur the lines between real and virtual worlds, the result is often seen as an unwanted interaction between the real and virtual economies by the players and the provider of the virtual world

35.
Video game development
–
Video game development is the process of creating a video game. Development is undertaken by a developer, which may range from one person to a large business. Traditional commercial PC and console games are funded by a publisher. Indie games can take time and can be produced cheaply by individuals. The indie game industry has seen a rise in recent years with the growth of new distribution systems. The first video games were developed in the 1960s, but required mainframe computers and were not available to the general public, commercial game development began in the 1970s with the advent of first-generation video game consoles and home computers. Due to low costs and low capabilities of computers, a programmer could develop a full game. The average cost of producing a video game rose from US$1–4 million in 2000 to over $5 million in 2006. Mainstream PC and console games are developed in phases. First, in pre-production, pitches, prototypes, and game design documents are written, if the idea is approved and the developer receives funding, a full-scale development begins. This usually involves a team of 20–100 individuals with various responsibilities, including designers, artists, programmers, Game development is the software development process by which a video game is produced. Games are developed as an outlet and to generate profit. Development is normally funded by a publisher, well-made games bring profit more readily. However, it is important to estimate a games financial requirements, failing to provide clear implications of games expectations may result in exceeding allocated budget. In fact, the majority of games do not produce profit. Most developers cannot afford changing development schedule and require estimating their capabilities with available resources before production, the game industry requires innovations, as publishers cannot profit from constant release of repetitive sequels and imitations. Every year new independent development companies open and some manage to develop hit titles, similarly, many developers close down because they cannot find a publishing contract or their production is not profitable. It is difficult to start a new due to high initial investment required

36.
Artificial intelligence (video games)
–
In video games, artificial intelligence is used to generate intelligent behaviors primarily in non-player characters, often simulating human-like intelligence. The techniques used typically draw upon existing methods from the field of artificial intelligence, however, the term game AI is often used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general. Video game AI has come a long way in the sense that it has revolutionized the way humans interact with all forms of technology and this, for example, is true in first-person shooter games, where NPCs otherwise perfect aiming would be beyond human skill. Game playing was an area of research in AI from its inception, one of the first examples of AI is the computerised game of Nim made in 1951 and published in 1952. In 1951, using the Ferranti Mark 1 machine of the University of Manchester, Christopher Strachey wrote a checkers program and these were among the first computer programs ever written. Arthur Samuels checkers program, developed in the middle 50s and early 60s, work on checkers and chess would culminate in the defeat of Garry Kasparov by IBMs Deep Blue computer in 1997. The first video games developed in the 1960s and early 1970s, the first notable ones for the arcade appeared in 1974, the Taito game Speed Race and the Atari games Qwak and Pursuit. Two text-based computer games from 1972, Hunt the Wumpus and Star Trek, enemy movement was based on stored patterns. The incorporation of microprocessors would allow more computation and random elements overlaid into movement patterns, galaxian added more complex and varied enemy movements, including maneuvers by individual enemies who break out of formation. Pac-Man introduced AI patterns to maze games, with the added quirk of different personalities for each enemy, karate Champ later introduced AI patterns to fighting games, although the poor AI prompted the release of a second version. First Queen was a tactical action RPG which featured characters that can be controlled by the computers AI in following the leader. Games like Madden Football, Earl Weaver Baseball and Tony La Russa Baseball all based their AI on an attempt to duplicate on the computer the coaching or managerial style of the selected celebrity. Madden, Weaver and La Russa all did extensive work with game development teams to maximize the accuracy of the games. Later sports titles allowed users to tune variables in the AI to produce a player-defined managerial or coaching strategy, the emergence of new game genres in the 1990s prompted the use of formal AI tools like finite state machines. Real-time strategy games taxed the AI with many objects, incomplete information, pathfinding problems, real-time decisions, the first games of the genre had notorious problems. Herzog Zwei, for example, had almost broken pathfinding and very basic three-state state machines for unit control, later games in the genre exhibited more sophisticated AI. Later games have used bottom-up AI methods, such as the emergent behaviour, façade was released in 2005 and used interactive multiple way dialogs and AI as the main aspect of game. Games have provided an environment for developing artificial intelligence with potential applications beyond gameplay, examples include Watson, a Jeopardy. -playing computer, and the RoboCup tournament, where robots are trained to compete in soccer

37.
Game design
–
Game design is the art of applying design and aesthetics to create a game to facilitate interaction between players for entertainment or for educational, exercise, or experimental purposes. Game design can be applied both to games and, increasingly, to interactions, particularly virtual ones. Academically, game design is part of studies, while game theory studies strategic decision making. Games have historically inspired seminal research in the fields of probability, artificial intelligence, economics, applying game design to itself is a current research topic in metadesign. Sports, gambling, and board games are known, respectively, to have existed for at least nine thousand, six thousand, and four thousand years. Tabletop games played today whose descent can be traced from ancient times include chess, go, pachisi, backgammon, mahjong, mancala, the rules of these games were not codified until early modern times and their features gradually evolved and changed over time, through the folk process. Given this, these games are not considered to have had a designer or been the result of a process in the modern sense. For example, the public domain games Generala, Yacht. Today, many games, such as Taboo, Balderdash, Pictionary. Adapting traditional games to become commercial properties is an example of game design, similarly, many sports, such as soccer and baseball, are the result of folk processes, while others were designed, such as basketball, invented in 1891 by James Naismith. Technological advances have provided new media for games throughout history, the printing press allowed packs of playing cards, adapted from Mahjong tiles, to be mass-produced, leading to many new card games. Accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize wargaming, cheap bookbinding led to mass-produced board games with custom boards. Inexpensive lead figurine casting contributed to the development of miniature wargaming, cheap custom dice led to poker dice. Flying discs led to disc golf and Ultimate, personal computers contributed to the popularity of computer games, leading to the wide availability of video game consoles and video games. Smart phones have led to a proliferation of mobile games, the first games in a new medium are frequently adaptations of older games. Pong, one of the first widely disseminated video games, adapted table tennis, later games will often exploit distinctive properties of a new medium. Adapting older games and creating original games for new media are both examples of game design, Game studies or gaming theory is a discipline that deals with the critical study of games, game design, players, and their role in society and culture. Prior to the century, the academic study of games was rare and limited to fields such as history

A role-playing video game (commonly referred to as role-playing game or RPG, as well as computer role-playing game or …

Image: Rpg project 0.64a shot 58

Example of a dungeon map drawn by hand on graph paper. This practice was common among players of early role-playing games, such as early titles in the Wizardry and Might and Magic series. Later on, games of this type started featuring automaps.

Example of kawaii art. "Cute" art such as this is unpopular with some players.

Tactical role-playing games (abbreviated as TRPG) are a genre of video game which incorporates elements of traditional …

Tile-based, overhead gameplay of Langrisser II. Buildings, scenery and opposing units can form bottlenecks or "choke points" that players are forced to consider.

Silent Storm presents the player with two sets of equipped weapons, numerous stances, and several different firing modes. Terrain elevation is also completely fluid, with smooth ramps, sloping embankments, flights of stairs and ladders (not pictured).

Isometric graphics of Front Mission. The character's movement range is indicated in blue. Some terrain objects such as trees block movement. The terrain also shows a noticeable variation in height at different places.